Difference between revisions of "Thread:Talk:BeepBoop/Version History/Future Gunheat Waves & active bullet shadowing/reply"

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Latest revision as of 04:30, 19 January 2024

I found the future gunheat waves only to be useful against rambots, as dodging simple targeters from a distance is easy anyway. Turning it on against other bots didn't hurt, but it's pretty expensive because it means creating and estimating the danger for 3+ virtual waves every tick. It does produce some neat emergent behaviors when it works, like turning left for a few ticks so a circular gun fires one way and then switching to turning right.

The scoring algorithm basically tries to maximize probability-of-hitting / probability-of-getting-hit, although there is an extra factor taking into account bullet power because it doesn't make sense to try to block a 0.1-power bullet with a 2-power bullet. For example, probability of hitting comes just from the aim model’s probability density function. It assumes the surfing dangers are unbiased and accurate, which of course isn't true at all in practice, but still seems to work. I guess surfing data is unavoidably biased no matter what: surfers generally only get hit in areas they think are safe. I guess bullet collisions are more unbiased, so maybe it would be a good idea to give them a higher weight than bullet hit data, but I haven't tried that.